TimelineManager.cs 6.5 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using UnityEngine.Playables;
  4. using UnityEngine.Timeline;
  5. public struct PlayableBindingStruct
  6. {
  7. public string name;
  8. public PlayableBinding binding;
  9. }
  10. public struct PlayableClipStruct
  11. {
  12. public string name;
  13. public PlayableAsset clip;
  14. }
  15. public class TimelineManager:SingletonMono<TimelineManager>
  16. {
  17. public PlayableAsset curTimeline;
  18. private PlayableDirector m_playableDirector;
  19. public PlayableDirector MPlayableDirector
  20. {
  21. get { return m_playableDirector; }
  22. }
  23. private Dictionary<string, PlayableAsset> curSceneTimelineDic;
  24. private Dictionary<string, Dictionary<string, PlayableBinding>> bindingDic;
  25. private Dictionary<string, Dictionary<string, Dictionary<string, PlayableAsset>>> clipDic;
  26. private void Start()
  27. {
  28. InitMgr();
  29. //AddTimeline(curTimeline);
  30. }
  31. public override void InitMgr()
  32. {
  33. m_playableDirector = transform.GetOrAddComponent<PlayableDirector>();
  34. curSceneTimelineDic = new Dictionary<string, PlayableAsset>();
  35. bindingDic = new Dictionary<string, Dictionary<string, PlayableBinding>>();
  36. clipDic = new Dictionary<string, Dictionary<string, Dictionary<string, PlayableAsset>>>();
  37. }
  38. public void AddTimeline(PlayableAsset timeline)
  39. {
  40. if (m_playableDirector == null)
  41. {
  42. m_playableDirector = transform.GetOrAddComponent<PlayableDirector>();
  43. }
  44. if (curSceneTimelineDic == null)
  45. {
  46. curSceneTimelineDic = new Dictionary<string, PlayableAsset>();
  47. }
  48. if (bindingDic == null)
  49. {
  50. bindingDic = new Dictionary<string, Dictionary<string, PlayableBinding>>();
  51. }
  52. if (clipDic == null)
  53. {
  54. clipDic = new Dictionary<string, Dictionary<string, Dictionary<string, PlayableAsset>>>();
  55. }
  56. if (!curSceneTimelineDic.ContainsKey(timeline.name))
  57. curSceneTimelineDic.Add(timeline.name, timeline);
  58. if (!bindingDic.ContainsKey(timeline.name))
  59. bindingDic.Add(timeline.name, new Dictionary<string, PlayableBinding>());
  60. if (!clipDic.ContainsKey(timeline.name))
  61. clipDic.Add(timeline.name, new Dictionary<string, Dictionary<string, PlayableAsset>>());
  62. curTimeline = timeline;
  63. AssembleTimeline();
  64. }
  65. void AssembleTimeline()
  66. {
  67. m_playableDirector.playableAsset = curTimeline;
  68. Dictionary<string, PlayableBinding> bindings = bindingDic[curTimeline.name];
  69. Dictionary<string, Dictionary<string, PlayableAsset>> clips = clipDic[curTimeline.name];
  70. foreach (var o in curTimeline.outputs)
  71. {
  72. string trackName = o.streamName;
  73. if (!bindings.ContainsKey(trackName))
  74. bindings.Add(trackName, o);
  75. var trackAsset = o.sourceObject as TrackAsset;
  76. var clipList = trackAsset.GetClips();
  77. foreach (var c in clipList)
  78. {
  79. if (!clips.ContainsKey(trackName))
  80. {
  81. clips[trackName] = new Dictionary<string, PlayableAsset>();
  82. }
  83. var map = clips[trackName];
  84. if (!map.ContainsKey(c.displayName))
  85. {
  86. map.Add(c.displayName, c.asset as PlayableAsset);
  87. }
  88. }
  89. }
  90. }
  91. /// <summary>
  92. /// 设置轨道绑定的对象
  93. /// </summary>
  94. /// <param name="trackName">轨道名称</param>
  95. /// <param name="o">需要绑定的对象</param>
  96. public void SetBinding(string trackName, UnityEngine.Object o)
  97. {
  98. PlayableBinding binding = default(PlayableBinding);
  99. Dictionary<string, PlayableBinding> bindings = bindingDic[curTimeline.name];
  100. if (bindings.TryGetValue(trackName, out binding))
  101. {
  102. m_playableDirector.SetGenericBinding(binding.sourceObject, o);
  103. }
  104. }
  105. /// <summary>
  106. /// 根据指定的轨道名称,获取对应轨道绑定的对象
  107. /// </summary>
  108. /// <param name="trackName">轨道名称</param>
  109. /// <returns>返回绑定</returns>
  110. public UnityEngine.Object GetBinding(string trackName)
  111. {
  112. PlayableBinding binding = default(PlayableBinding);
  113. Dictionary<string, PlayableBinding> bindings = bindingDic[curTimeline.name];
  114. if (bindings.TryGetValue(trackName, out binding))
  115. {
  116. return m_playableDirector.GetGenericBinding(binding.sourceObject);
  117. }
  118. return null;
  119. }
  120. /// <summary>
  121. /// 根据指定的轨道名称,获取对象的轨道
  122. /// </summary>
  123. /// <param name="trackName">轨道名称</param>
  124. /// <returns>返回对应的轨道</returns>
  125. public PlayableBinding GetTrack(string trackName)
  126. {
  127. PlayableBinding ret = default(PlayableBinding);
  128. Dictionary<string, PlayableBinding> bindings = bindingDic[curTimeline.name];
  129. if (bindings.TryGetValue(trackName, out ret))
  130. {
  131. return ret;
  132. }
  133. return ret;
  134. }
  135. /// <summary>
  136. /// 根据指定的轨道名称、剪辑名称,获取对象的轨道上的剪辑
  137. /// </summary>
  138. /// <typeparam name="T">返回剪辑对象(PlayableAsset)</typeparam>
  139. /// <param name="trackName">轨道名称</param>
  140. /// <param name="clipName">剪辑名称</param>
  141. /// <returns>返回对应的剪辑</returns>
  142. public T GetClip<T>(string trackName, string clipName) where T : PlayableAsset
  143. {
  144. Dictionary<string, PlayableAsset> track = null;
  145. Dictionary<string, Dictionary<string, PlayableAsset>> clips = clipDic[curTimeline.name];
  146. if (clips.TryGetValue(trackName, out track))
  147. {
  148. PlayableAsset ret = null;
  149. if (track.TryGetValue(clipName, out ret))
  150. {
  151. return ret as T;
  152. }
  153. else
  154. {
  155. Debug.LogError($"GetClip trackName: {trackName} not found clipName: {clipName}");
  156. }
  157. }
  158. else
  159. {
  160. Debug.LogError($"GetClip not found trackName: {trackName}");
  161. }
  162. return null;
  163. }
  164. /// <summary>
  165. /// 播放
  166. /// </summary>
  167. public void Play()
  168. {
  169. m_playableDirector.Play();
  170. }
  171. /// <summary>
  172. /// 暂停
  173. /// </summary>
  174. public void Pause()
  175. {
  176. m_playableDirector.Pause();
  177. }
  178. /// <summary>
  179. /// 恢复
  180. /// </summary>
  181. public void Resume()
  182. {
  183. m_playableDirector.Resume();
  184. }
  185. /// <summary>
  186. /// 停止
  187. /// </summary>
  188. public void Stop()
  189. {
  190. m_playableDirector.Stop();
  191. }
  192. }